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Diffstat (limited to 'intern/cycles/kernel/svm/svm_musgrave.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_musgrave.h | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_musgrave.h b/intern/cycles/kernel/svm/svm_musgrave.h new file mode 100644 index 00000000000..34cf7868f07 --- /dev/null +++ b/intern/cycles/kernel/svm/svm_musgrave.h @@ -0,0 +1,240 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +CCL_NAMESPACE_BEGIN + +/* Musgrave fBm + * + * H: fractal increment parameter + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * + * from "Texturing and Modelling: A procedural approach" + */ + +__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves) +{ + float rmd; + float value = 0.0f; + float pwr = 1.0f; + float pwHL = pow(lacunarity, -H); + int i; + + for(i = 0; i < (int)octaves; i++) { + value += snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0f) + value += rmd * snoise(p) * pwr; + + return value; +} + +/* Musgrave Multifractal + * + * H: highest fractal dimension + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + */ + +__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves) +{ + float rmd; + float value = 1.0f; + float pwr = 1.0f; + float pwHL = pow(lacunarity, -H); + int i; + + for(i = 0; i < (int)octaves; i++) { + value *= (pwr * snoise(p) + 1.0f); + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0f) + value *= (rmd * pwr * snoise(p) + 1.0f); /* correct? */ + + return value; +} + +/* Musgrave Heterogeneous Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset) +{ + float value, increment, rmd; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + int i; + + /* first unscaled octave of function; later octaves are scaled */ + value = offset + snoise(p); + p *= lacunarity; + + for(i = 1; i < (int)octaves; i++) { + increment = (snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0f) { + increment = (snoise(p) + offset) * pwr * value; + value += rmd * increment; + } + + return value; +} + +/* Hybrid Additive/Multiplicative Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain) +{ + float result, signal, weight, rmd; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + int i; + + result = snoise(p) + offset; + weight = gain * result; + p *= lacunarity; + + for(i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { + if(weight > 1.0f) + weight = 1.0f; + + signal = (snoise(p) + offset) * pwr; + pwr *= pwHL; + result += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } + + rmd = octaves - floor(octaves); + if(rmd != 0.0f) + result += rmd * ((snoise(p) + offset) * pwr); + + return result; +} + +/* Ridged Multifractal Terrain + * + * H: fractal dimension of the roughest area + * lacunarity: gap between successive frequencies + * octaves: number of frequencies in the fBm + * offset: raises the terrain from `sea level' + */ + +__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain) +{ + float result, signal, weight; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; + int i; + + signal = offset - fabsf(snoise(p)); + signal *= signal; + result = signal; + weight = 1.0f; + + for(i = 1; i < (int)octaves; i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0f, 1.0f); + signal = offset - fabsf(snoise(p)); + signal *= signal; + signal *= weight; + result += signal * pwr; + pwr *= pwHL; + } + + return result; +} + +/* Shader */ + +__device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p) +{ + NodeNoiseBasis basis = NODE_NOISE_PERLIN; + p *= scale; + + if(type == NODE_MUSGRAVE_MULTIFRACTAL) + return intensity*noise_musgrave_multi_fractal(p, basis, dimension, lacunarity, octaves); + else if(type == NODE_MUSGRAVE_FBM) + return intensity*noise_musgrave_fBm(p, basis, dimension, lacunarity, octaves); + else if(type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL) + return intensity*noise_musgrave_hybrid_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain); + else if(type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL) + return intensity*noise_musgrave_ridged_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain); + else if(type == NODE_MUSGRAVE_HETERO_TERRAIN) + return intensity*noise_musgrave_hetero_terrain(p, basis, dimension, lacunarity, octaves, offset); + + return 0.0f; +} + +__device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) +{ + uint4 node2 = read_node(kg, offset); + uint4 node3 = read_node(kg, offset); + + uint type, co_offset, color_offset, fac_offset; + uint dimension_offset, lacunarity_offset, detail_offset, offset_offset; + uint gain_offset, scale_offset; + + decode_node_uchar4(node.y, &type, &co_offset, &color_offset, &fac_offset); + decode_node_uchar4(node.z, &dimension_offset, &lacunarity_offset, &detail_offset, &offset_offset); + decode_node_uchar4(node.z, &gain_offset, &scale_offset, NULL, NULL); + + float3 co = stack_load_float3(stack, co_offset); + float dimension = stack_load_float_default(stack, dimension_offset, node2.x); + float lacunarity = stack_load_float_default(stack, lacunarity_offset, node2.y); + float detail = stack_load_float_default(stack, detail_offset, node2.z); + float foffset = stack_load_float_default(stack, offset_offset, node2.w); + float gain = stack_load_float_default(stack, gain_offset, node3.x); + float scale = stack_load_float_default(stack, scale_offset, node3.y); + + dimension = fmaxf(dimension, 1e-5f); + detail = clamp(detail, 0.0f, 16.0f); + lacunarity = fmaxf(lacunarity, 1e-5f); + + float f = svm_musgrave((NodeMusgraveType)type, + dimension, lacunarity, detail, foffset, 1.0f, gain, scale, co); + + if(stack_valid(fac_offset)) + stack_store_float(stack, fac_offset, f); + if(stack_valid(color_offset)) + stack_store_float3(stack, color_offset, make_float3(f, f, f)); +} + +CCL_NAMESPACE_END + |